void LoadTileSprites() { tileSprites = new Dictionary <string, Sprite>(); foreach (Terrain terrain in entities.GetTerrains()) { TextureSprite sprite = new TextureSprite { ContentFile = $"SpriteSheets/Terrains/{terrain.Id}", SourceRectangle = new Rectangle2D(Point2D.Empty, GameDefines.MapTileSize, GameDefines.MapTileSize), SpriteSheetEffect = new TerrainSpriteSheetEffect { Variation = TerrainVariation.RegularEmpty }, Active = true }; sprite.LoadContent(); sprite.SpriteSheetEffect.Activate(); if (!tileSprites.ContainsKey(terrain.Id)) { tileSprites.Add(terrain.Id, sprite); } } }
public override void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < DrawInfos.Count; ++i) { SpriteDrawInfo di = DrawInfos[i]; ISprite sprite = di.Drawable; if (sprite == null || sprite.Texture() == null) { continue; } var currentTextureName = Path.GetFileNameWithoutExtension(sprite.Texture().Name); if (_hiddenTextures.Find(n => n == currentTextureName) == null) { if (sprite.Texture().Name != null && _textureSwapMap.ContainsKey(sprite.Texture().Name) && _textureSwapMap[sprite.Texture().Name] != null) { sprite = new TextureSprite(_textureSwapMap[sprite.Texture().Name]); } sprite.Draw(spriteBatch, di.Pivot, di.Position, di.Scale, di.Rotation, di.Color, di.Depth, StretchOut); } } }
public override void Initialize() { base.Initialize(); inputService = (IInputService)this.Game.Services.GetService(typeof(IInputService)); #if WINDOWS spriteService = (ISpriteService)this.Game.Services.GetService(typeof(ISpriteService)); this.mousePointerTexture = this.Game.Content.Load<Texture2D>("Windows/Textures/Arrow"); this.mouseSprite = new TextureSprite( new SpriteTexture(this.mousePointerTexture, null), new Point(-this.mousePointerTexture.Width, -this.mousePointerTexture.Height), 0, true, null); spriteService.AttachSprite(this.mouseSprite); #endif IMouse mouse = this.inputService.GetMouse(); MouseState mouseState = mouse.GetState(); mousePosition = new Point (mouseState.X, mouseState.Y); mouse.Moved += new MouseMovedDelegate(Mouse_Moved); }
/// <summary> /// Draws a Sprite primitive without starting a new SpriteBatch draw operation. /// </summary> /// <param name="sprite"></param> private void DrawBlockSpriteThin(TextureSprite sprite) { Color color = sprite.TintColor.ToXNAColor(); color.A = (byte)(color.A * sprite.Opacity); XNAImageResource resource = sprite.Resource as XNAImageResource; spriteBatch.Draw(resource, new Rectangle((int)sprite.Position.X, (int)sprite.Position.Y, (int)sprite.Size.X, (int)sprite.Size.Y), new Rectangle((int)sprite.SourcePosition.X, (int)sprite.SourcePosition.Y, (int)sprite.SourceSize.X, (int)sprite.SourceSize.Y), color); }
void LoadWorldObjects() { worldObjects = new Dictionary <string, Sprite>(); foreach (WorldObject worldObject in entities.GetWorldObjects()) { Sprite worldObjectImage = new TextureSprite { ContentFile = $"SpriteSheets/WorldObjects/{worldObject.Id}", SourceRectangle = new Rectangle2D(Point2D.Empty, GameDefines.MapTileSize, GameDefines.MapTileSize) }; worldObjectImage.LoadContent(); worldObjects.Add(worldObject.Id, worldObjectImage); } }
public override void LoadContent() { pixel = new TextureSprite { ContentFile = "ScreenManager/FillImage", Scale = new Scale2D(ZoomLevel) }; mobDot = new TextureSprite { ContentFile = "Interface/Minimap/entity_dot" }; player = entities.GetPlayer(); pixel.LoadContent(); mobDot.LoadContent(); base.LoadContent(); }
private void AddRegularFolder(SpriterFolder folder, DefaultProviderFactory <ISprite, SoundEffect> factory) { foreach (SpriterFile file in folder.Files) { string path = FormatPath(file.Name); if (file.Type == SpriterFileType.Sound) { SoundEffect sound = LoadContent <SoundEffect>(path); factory.SetSound(Spriter, folder, file, sound); } else { Texture2D texture = LoadContent <Texture2D>(path); TextureSprite sprite = new TextureSprite(texture); factory.SetSprite(Spriter, folder, file, sprite); } } }
public override void LoadContent() { mob = entities.GetMob(MobId); bodyEffect = new HumanSpriteSheetEffect(); body = new TextureSprite { ContentFile = "SpriteSheets/Mobs/marine", SourceRectangle = new Rectangle2D(Point2D.Empty, Size), SpriteSheetEffect = bodyEffect, Active = true }; body.LoadContent(); base.LoadContent(); body.SpriteSheetEffect.Activate(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteFont = Content.Load <SpriteFont>("Font"); squareTex = Content.Load <Texture2D>("square"); botTex = Content.Load <Texture2D>("magabot_cm"); gridTex = Content.Load <Texture2D>("grid"); obstacleTex = DrawingHelper.CreateCircleTexture(GraphicsDevice, 10, Color.Purple, Color.Black); bot = new TextureSprite(botTex); botFrame = new Transform2(); renderer.SubscribeTexture(botFrame, bot); obstacles = new TextureSprite[proximity.Count]; obstacleFrames = new Transform2[proximity.Count]; for (int i = 0; i < obstacles.Length; i++) { obstacles[i] = new TextureSprite(obstacleTex); obstacleFrames[i] = new Transform2(); renderer.SubscribeTexture(obstacleFrames[i], obstacles[i]); } // TODO: use this.Content to load your game content here }
public void DrawNode(TextureSprite node) { Vector2 DrawPosition = ApplyTransformations(node.Position); node.Draw(CameraRenderer, DrawPosition); }
/// <summary> /// Draws the given sprite within its own SpriteBatch.Begin/End block. /// </summary> /// <param name="sprite"></param> private void DrawBlockSprite(TextureSprite sprite) { spriteBatch.Begin(); DrawBlockSpriteThin(sprite); spriteBatch.End(); }